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SVC: Advance time when calling GetSystemTick to escape busy-wait loops
Cubic Ninja waited for the frame to end by spinning on a loop calling GetSystemTick while doing nothing else. Since GetSystemTick doesn't cause a reschedule (which advances time), this meant that very little emulated time would pass inside that loop, causing the game to spend most of the frame burning away CPU.
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1 changed files with 4 additions and 1 deletions
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@ -755,7 +755,10 @@ static void SleepThread(s64 nanoseconds) {
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/// This returns the total CPU ticks elapsed since the CPU was powered-on
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/// This returns the total CPU ticks elapsed since the CPU was powered-on
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static s64 GetSystemTick() {
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static s64 GetSystemTick() {
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return (s64)CoreTiming::GetTicks();
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s64 result = CoreTiming::GetTicks();
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// Advance time to defeat dumb games (like Cubic Ninja) that busy-wait for the frame to end.
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Core::g_app_core->AddTicks(150); // Measured time between two calls on a 9.2 o3DS with Ninjhax 1.1b
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return result;
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}
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}
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/// Creates a memory block at the specified address with the specified permissions and size
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/// Creates a memory block at the specified address with the specified permissions and size
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